Remove the chaos res penalty.
" In normal you have extreme flexibility In cruel, you dont need optimisation but still need to get the right stats (full accuracy on casters wouldnt work) In merciless, you are expected to gear accordingly to your environment and you spec choices. I'll repeat what others said: -chaos resistance items do exist in a pretty good proportion, use them, gimp your dps, that's how it works to progress -chaos res is supposed to not be easyily capped at 75%, however it is supposed to easily reach 0% which is the case if you take it into account instead of forgetting about it until you meet a group of chaos monsters. -chaos res nodes are in the caster area. Hp regen nodes are not in the caster area. Heavy hp nodes are not in the caster area. |
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Chaos resist isn't handled like normal resistance either in nodes or on gear, so I don't understand why it has the same penalty. It should probably be something like -10% and -30% (half the normal resistance penalty).
I don't think this change was good to begin with (I don't think negative or positive resistance to this should be in the game at all) but to have it use penalty rules for elemental and yet use it's own rules for every other aspect is a short-sighted change. |
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" LoL won't, but HoN Smite, DotA think? Why don't the seasons fear the reaper?
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" I think this is the real problem, its when you have ordinary (non elite) mobs that deal more damage than a boss fights It was already said somewhere else that the -chaos penalty was some very last minute addition when moving from CB to OB, I mean its kinda obvious little thought was put into it |
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you also have to take into account that chaos damage was nerfed in OB.
so saying that "getting -60% resistance is harder" is actually in a vacuum without knowing the exact amount of base damage nerf it has sustained when we moved in OB. in CB the only was to protect yourself from chaos damage was CI and high avoidance/life regen in OB they have also added chaos resistance and scaled the damage* *by scaled i mean that in normal difficulty it hits for far, far less, in cruel you get the first penalty to the resistance so it hits kinda harder, in merciless it hits for substantially more. but by then you are supposed to have build around sufficiently your character either through passives (chaos resistance, CI, life regen, avoidance) or equipment (avoidance, life regen, chaos resist) as far as snakes and the rest count, it is almost sure that everyone by cruel and upwards would (or should) be using either a mobility skill that not only let you close the distance but it also allows you to avoid projectiles in mid air, or a heavy cc until he closes in/kites away lastly don't forget CI. at it's current state the ONLY good thing it has it's chaos immunity. It IS supposed to be game changing, and it's huge drawbacks are to compensate just for that. If you removed the -60% res penalty from chaos damage, or even worse as some people here suggesting make resistance to chaos much more available, then CI would a)strip you of your hp b)remove the use of any and all healing potions c)make you stunned/frozen/whatever every other hit (cause really if you go ci it is expected that you wont have any life nodes or life on equip) for what? so that you wont have to just wear a piece or two of chaos resistance equip? if such a thng were to happen CI would have to be buffed through the roof again to cover its drawbacks... and we all remember how broken it was in cb. |
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I fully support OP on this. Chaos resistance being separated from elemental resistances is absolutely out of line.
Chaos damage is appearing totaly randomly around all acts, you can not predicet when something will hit with chaos. Vipers in Act2 and Act3 are absolute madness. Skeleton Archers champions that can randomly roll mods can be nasty suprise with Poison Arrow. Chaos resistance/damage should be (one or combination of more): - Included in all resistance stats - Resistance penalty removed - Chaos damage added as a certain portion within monster damage - Scratch Chaos resistance/damage completely (Preferred!) There is little justification for Chaos damage in the game as it stands now. It just artificially complicates already complex gearing decision. PS. TONE DOWN EXPERIENCE PENALTY. It is absolute madness past level 70!!! |
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Chaos resistance should simply be returned to its previous state, and all chaos resistance items culled. Passive tree reverted. Done.
Chaos damage was fine the way it was, I have no idea why they tried to tinker with it. And to the above poster, exp. penalty is fine. Don't die. |
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" Slightly off topic but worth a mention: except I believe death penalty and resist penalty should scale by act, not by difficulty. It would feel more organic and provide more feedback to players in normal mode - getting annoyed at a small exp loss in act 2-3? Well here's a chance to avoid more mistakes shore up your defenses now before you suddenly hit a wall by advancing to the next act / difficulty. Devolving Wilds Land “T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.” Last edited by CanHasPants#3515 on Feb 1, 2013, 2:02:35 PM
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Slayer is being particularly obtuse on this issue...
I think it's clear that developer intent was to allow non-CI ES builds to have significant positive chaos resistance, thus making CI feel less mandatory. Going back to the way things were is a step backwards for build diversity. I do agree that chaos res should be very difficult to max out. Your definition of very tricky might mean impossible, while I think maxing it at significant cost to other defenses is still acceptable, and good for the health of non-CI ES. I can understtand disagreement there... ...but your adamant nostalgia for flat/"true" chaos damage baffles me. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
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In merciless I'm sitting at -7% chaos resist, it is doable to get resists to counter chaos damage. Also Amethyst flasks are your friends.
Julius's path of exile wine bundle for mac here: http://www.pathofexile.com/forum/view-thread/48708/page/1 Last edited by Faerie_Storm#2108 on Feb 1, 2013, 4:55:16 PM
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